qzdoom-gpl/src/textures/patchtexture.cpp

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/*
** patchtexture.cpp
** Texture class for single Doom patches
**
**---------------------------------------------------------------------------
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "doomtype.h"
#include "files.h"
#include "r_data.h"
#include "w_wad.h"
#include "templates.h"
#include "v_palette.h"
//==========================================================================
//
// A texture that is just a single Doom format patch
//
//==========================================================================
class FPatchTexture : public FTexture
{
public:
FPatchTexture (int lumpnum, patch_t *header);
~FPatchTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
BYTE *Pixels;
Span **Spans;
bool hackflag;
virtual void MakeTexture ();
void HackHack (int newheight);
};
//==========================================================================
//
// Checks if the currently open lump can be a Doom patch
//
//==========================================================================
static bool CheckIfPatch(FileReader & file)
{
if (file.GetLength() < 13) return false; // minimum length of a valid Doom patch
BYTE *data = new BYTE[file.GetLength()];
file.Seek(0, SEEK_SET);
file.Read(data, file.GetLength());
const patch_t * foo = (const patch_t *)data;
int height = LittleShort(foo->height);
int width = LittleShort(foo->width);
if (height > 0 && height < 2048 && width > 0 && width <= 2048 && width < file.GetLength()/4)
{
// The dimensions seem like they might be valid for a patch, so
// check the column directory for extra security. At least one
// column must begin exactly at the end of the column directory,
// and none of them must point past the end of the patch.
bool gapAtStart = true;
int x;
for (x = 0; x < width; ++x)
{
DWORD ofs = LittleLong(foo->columnofs[x]);
if (ofs == (DWORD)width * 4 + 8)
{
gapAtStart = false;
}
else if (ofs >= (DWORD)(file.GetLength())) // Need one byte for an empty column (but there's patches that don't know that!)
{
delete [] data;
return false;
}
}
delete [] data;
return !gapAtStart;
}
delete [] data;
return false;
}
//==========================================================================
//
//
//
//==========================================================================
FTexture *PatchTexture_TryCreate(FileReader & file, int lumpnum)
{
patch_t header;
if (!CheckIfPatch(file)) return NULL;
file.Seek(0, SEEK_SET);
file >> header.width >> header.height >> header.leftoffset >> header.topoffset;
return new FPatchTexture(lumpnum, &header);
}
//==========================================================================
//
//
//
//==========================================================================
FPatchTexture::FPatchTexture (int lumpnum, patch_t * header)
: FTexture(NULL, lumpnum), Pixels(0), Spans(0), hackflag(false)
{
Width = header->width;
Height = header->height;
LeftOffset = header->leftoffset;
TopOffset = header->topoffset;
CalcBitSize ();
}
//==========================================================================
//
//
//
//==========================================================================
FPatchTexture::~FPatchTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FPatchTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FPatchTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FPatchTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans(Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
//==========================================================================
//
//
//
//==========================================================================
void FPatchTexture::MakeTexture ()
{
BYTE *remap, remaptable[256];
int numspans;
const column_t *maxcol;
int x;
FMemLump lump = Wads.ReadLump (SourceLump);
const patch_t *patch = (const patch_t *)lump.GetMem();
maxcol = (const column_t *)((const BYTE *)patch + Wads.LumpLength (SourceLump) - 3);
// Check for badly-sized patches
#if 0 // Such textures won't be created so there's no need to check here
if (LittleShort(patch->width) <= 0 || LittleShort(patch->height) <= 0)
{
lump = Wads.ReadLump ("-BADPATC");
patch = (const patch_t *)lump.GetMem();
Printf (PRINT_BOLD, "Patch %s has a non-positive size.\n", Name);
}
else if (LittleShort(patch->width) > 2048 || LittleShort(patch->height) > 2048)
{
lump = Wads.ReadLump ("-BADPATC");
patch = (const patch_t *)lump.GetMem();
Printf (PRINT_BOLD, "Patch %s is too big.\n", Name);
}
#endif
if (bNoRemap0)
{
memcpy (remaptable, GPalette.Remap, 256);
remaptable[0] = 0;
remap = remaptable;
}
else
{
remap = GPalette.Remap;
}
if (hackflag)
{
Pixels = new BYTE[Width * Height];
BYTE *out;
// Draw the image to the buffer
for (x = 0, out = Pixels; x < Width; ++x)
{
const BYTE *in = (const BYTE *)patch + LittleLong(patch->columnofs[x]) + 3;
for (int y = Height; y > 0; --y)
{
*out = remap[*in];
out++, in++;
}
}
return;
}
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
numspans = Width;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
// Draw the image to the buffer
for (x = 0; x < Width; ++x)
{
BYTE *outtop = Pixels + x*Height;
const column_t *column = (const column_t *)((const BYTE *)patch + LittleLong(patch->columnofs[x]));
int top = -1;
while (column < maxcol && column->topdelta != 0xFF)
{
if (column->topdelta <= top)
{
top += column->topdelta;
}
else
{
top = column->topdelta;
}
int len = column->length;
BYTE *out = outtop + top;
if (len != 0)
{
if (top + len > Height) // Clip posts that extend past the bottom
{
len = Height - top;
}
if (len > 0)
{
numspans++;
const BYTE *in = (const BYTE *)column + 3;
for (int i = 0; i < len; ++i)
{
out[i] = remap[in[i]];
}
}
}
column = (const column_t *)((const BYTE *)column + column->length + 4);
}
}
}
//==========================================================================
//
// Fix for certain special patches on single-patch textures.
//
//==========================================================================
void FPatchTexture::HackHack (int newheight)
{
// Check if this patch is likely to be a problem.
// It must be 256 pixels tall, and all its columns must have exactly
// one post, where each post has a supposed length of 0.
FMemLump lump = Wads.ReadLump (SourceLump);
const patch_t *realpatch = (patch_t *)lump.GetMem();
const DWORD *cofs = realpatch->columnofs;
int x, x2 = LittleShort(realpatch->width);
if (LittleShort(realpatch->height) == 256)
{
for (x = 0; x < x2; ++x)
{
const column_t *col = (column_t*)((BYTE*)realpatch+LittleLong(cofs[x]));
if (col->topdelta != 0 || col->length != 0)
{
break; // It's not bad!
}
col = (column_t *)((BYTE *)col + 256 + 4);
if (col->topdelta != 0xFF)
{
break; // More than one post in a column!
}
}
if (x == x2)
{
// If all the columns were checked, it needs fixing.
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
}
Height = newheight;
LeftOffset = 0;
TopOffset = 0;
hackflag = true;
bMasked = false; // Hacked textures don't have transparent parts.
}
}
}